diff options
author | Brian <brian@i915.localnet.net> | 2007-08-02 16:08:18 -0600 |
---|---|---|
committer | Brian <brian@i915.localnet.net> | 2007-08-02 16:08:18 -0600 |
commit | 47fdaf0ed9ef2f89cdaa97d0d48b1f1194d710c6 (patch) | |
tree | 3e4be03579b8bc860dc29e4c7b2ae93fded4e759 /src/mesa/state_tracker | |
parent | 184b6a1f04e060e73858438561a0261d32eeb506 (diff) |
pipe->clear() now takes a surface, rather than color/depth/stencil flags.
pipe->clear() only used to clear whole buffers (no scissor) w/out masking.
Draw a colored quadrilateral in all other cases.
Diffstat (limited to 'src/mesa/state_tracker')
-rw-r--r-- | src/mesa/state_tracker/st_cb_clear.c | 274 |
1 files changed, 239 insertions, 35 deletions
diff --git a/src/mesa/state_tracker/st_cb_clear.c b/src/mesa/state_tracker/st_cb_clear.c index 85df549404..bd58abc4d1 100644 --- a/src/mesa/state_tracker/st_cb_clear.c +++ b/src/mesa/state_tracker/st_cb_clear.c @@ -43,6 +43,65 @@ #include "vf/vf.h" + +static GLuint +color_value(GLuint pipeFormat, const GLfloat color[4]) +{ + GLubyte r, g, b, a; + + UNCLAMPED_FLOAT_TO_UBYTE(r, color[0]); + UNCLAMPED_FLOAT_TO_UBYTE(g, color[1]); + UNCLAMPED_FLOAT_TO_UBYTE(b, color[2]); + UNCLAMPED_FLOAT_TO_UBYTE(a, color[3]); + + switch (pipeFormat) { + case PIPE_FORMAT_U_R8_G8_B8_A8: + return (r << 24) | (g << 16) | (b << 8) | a; + case PIPE_FORMAT_U_A8_R8_G8_B8: + return (a << 24) | (r << 16) | (g << 8) | b; + case PIPE_FORMAT_U_R5_G6_B5: + return ((r & 0xf8) << 8) | ((g & 0xfc) << 3) | (b >> 3); + default: + return 0; + } +} + + +static GLuint +depth_value(GLuint pipeFormat, GLfloat value) +{ + GLuint val; + switch (pipeFormat) { + case PIPE_FORMAT_U_Z16: + val = (GLuint) (value * 0xffffff); + break; + case PIPE_FORMAT_U_Z32: + val = (GLuint) (value * 0xffffffff); + break; + case PIPE_FORMAT_S8_Z24: + /*case PIPE_FORMAT_Z24_S8:*/ + val = (GLuint) (value * 0xffffff); + break; + default: + assert(0); + } + return val; +} + + +static GLboolean +is_depth_stencil_format(GLuint pipeFormat) +{ + switch (pipeFormat) { + case PIPE_FORMAT_S8_Z24: + /*case PIPE_FORMAT_Z24_S8:*/ + return GL_TRUE; + default: + return GL_FALSE; + } +} + + /** * Draw a screen-aligned quadrilateral. * Coords are window coords. @@ -92,7 +151,8 @@ draw_quad(GLcontext *ctx, * Do glClear by drawing a quadrilateral. */ static void -clear_with_quad(GLcontext *ctx, +clear_with_quad(GLcontext *ctx, GLuint x0, GLuint y0, + GLuint x1, GLuint y1, GLboolean color, GLboolean depth, GLboolean stencil) { struct st_context *st = ctx->st; @@ -133,6 +193,8 @@ clear_with_quad(GLcontext *ctx, /* setup state: nothing */ memset(&setup, 0, sizeof(setup)); + if (ctx->Scissor.Enabled) + setup.scissor = 1; st->pipe->set_setup_state(st->pipe, &setup); /* stencil state: always set to ref value */ @@ -145,18 +207,14 @@ clear_with_quad(GLcontext *ctx, stencil_test.front_zfail_op = PIPE_STENCIL_OP_REPLACE; stencil_test.ref_value[0] = ctx->Stencil.Clear; stencil_test.value_mask[0] = 0xff; - stencil_test.write_mask[0] = ctx->Stencil.WriteMask[0]; + stencil_test.write_mask[0] = ctx->Stencil.WriteMask[0] & 0xff; } st->pipe->set_stencil_state(st->pipe, &stencil_test); /* draw quad matching scissor rect (XXX verify coord round-off) */ - draw_quad(ctx, - ctx->Scissor.X, ctx->Scissor.Y, - ctx->Scissor.X + ctx->Scissor.Width, - ctx->Scissor.Y + ctx->Scissor.Height, - ctx->Depth.Clear, ctx->Color.ClearColor); + draw_quad(ctx, x0, y0, x1, y1, ctx->Depth.Clear, ctx->Color.ClearColor); - /* Restore GL state */ + /* Restore pipe state */ st->pipe->set_alpha_test_state(st->pipe, &st->state.alpha_test); st->pipe->set_blend_state(st->pipe, &st->state.blend); st->pipe->set_depth_state(st->pipe, &st->state.depth); @@ -168,6 +226,141 @@ clear_with_quad(GLcontext *ctx, } +static void +clear_color_buffer(GLcontext *ctx, struct gl_renderbuffer *rb) +{ + if (ctx->Color.ColorMask[0] && + ctx->Color.ColorMask[1] && + ctx->Color.ColorMask[2] && + ctx->Color.ColorMask[3] && + !ctx->Scissor.Enabled) + { + /* clear whole buffer w/out masking */ + GLuint clearValue + = color_value(rb->surface->format, ctx->Color.ClearColor); + ctx->st->pipe->clear(ctx->st->pipe, rb->surface, clearValue); + } + else { + /* masking or scissoring */ + clear_with_quad(ctx, + ctx->DrawBuffer->_Xmin, + ctx->DrawBuffer->_Xmin, + ctx->DrawBuffer->_Xmax, + ctx->DrawBuffer->_Ymax, + GL_TRUE, GL_FALSE, GL_FALSE); + } +} + + +static void +clear_accum_buffer(GLcontext *ctx, struct gl_renderbuffer *rb) +{ + if (!ctx->Scissor.Enabled) { + /* clear whole buffer w/out masking */ + GLuint clearValue + = color_value(rb->surface->format, ctx->Accum.ClearColor); + /* Note that clearValue is 32 bits but the accum buffer will + * typically be 64bpp... + */ + ctx->st->pipe->clear(ctx->st->pipe, rb->surface, clearValue); + } + else { + /* scissoring */ + /* XXX point framebuffer.cbufs[0] at the accum buffer */ + clear_with_quad(ctx, + ctx->DrawBuffer->_Xmin, + ctx->DrawBuffer->_Xmin, + ctx->DrawBuffer->_Xmax, + ctx->DrawBuffer->_Ymax, + GL_TRUE, GL_FALSE, GL_FALSE); + } +} + + +static void +clear_depth_buffer(GLcontext *ctx, struct gl_renderbuffer *rb) +{ + if (!ctx->Scissor.Enabled && + !is_depth_stencil_format(rb->surface->format)) { + /* clear whole depth buffer w/out masking */ + GLuint clearValue = depth_value(rb->surface->format, ctx->Depth.Clear); + ctx->st->pipe->clear(ctx->st->pipe, rb->surface, clearValue); + } + else { + /* masking or scissoring or combined z/stencil buffer */ + clear_with_quad(ctx, + ctx->DrawBuffer->_Xmin, + ctx->DrawBuffer->_Xmin, + ctx->DrawBuffer->_Xmax, + ctx->DrawBuffer->_Ymax, + GL_FALSE, GL_TRUE, GL_FALSE); + } +} + + +static void +clear_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb) +{ + const GLuint stencilMax = (1 << rb->StencilBits) - 1; + GLboolean maskStencil = ctx->Stencil.WriteMask[0] != stencilMax; + + if (!maskStencil && !ctx->Scissor.Enabled && + !is_depth_stencil_format(rb->surface->format)) { + /* clear whole stencil buffer w/out masking */ + GLuint clearValue = ctx->Stencil.Clear; + ctx->st->pipe->clear(ctx->st->pipe, rb->surface, clearValue); + } + else { + /* masking or scissoring */ + clear_with_quad(ctx, + ctx->DrawBuffer->_Xmin, + ctx->DrawBuffer->_Xmin, + ctx->DrawBuffer->_Xmax, + ctx->DrawBuffer->_Ymax, + GL_FALSE, GL_FALSE, GL_TRUE); + } +} + + +static void +clear_depth_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb) +{ + const GLuint stencilMax = 1 << rb->StencilBits; + GLboolean maskStencil = ctx->Stencil.WriteMask[0] != stencilMax; + + assert(is_depth_stencil_format(rb->surface->format)); + + if (!maskStencil && !ctx->Scissor.Enabled) { + /* clear whole buffer w/out masking */ + GLuint clearValue = depth_value(rb->surface->format, ctx->Depth.Clear); + + switch (rb->surface->format) { + case PIPE_FORMAT_S8_Z24: + clearValue |= ctx->Stencil.Clear << 24; + break; +#if 0 + case PIPE_FORMAT_Z24_S8: + clearValue = (clearValue << 8) | clearVal; + break; +#endif + default: + assert(0); + } + + ctx->st->pipe->clear(ctx->st->pipe, rb->surface, clearValue); + } + else { + /* masking or scissoring */ + clear_with_quad(ctx, + ctx->DrawBuffer->_Xmin, + ctx->DrawBuffer->_Xmin, + ctx->DrawBuffer->_Xmax, + ctx->DrawBuffer->_Ymax, + GL_FALSE, GL_TRUE, GL_TRUE); + } +} + + /** * Called via ctx->Driver.Clear() @@ -176,41 +369,52 @@ clear_with_quad(GLcontext *ctx, */ static void st_clear(GLcontext *ctx, GLbitfield mask) { + static const GLbitfield BUFFER_BITS_DS + = (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL); struct st_context *st = ctx->st; - GLboolean color = (mask & BUFFER_BITS_COLOR) ? GL_TRUE : GL_FALSE; - GLboolean depth = (mask & BUFFER_BIT_DEPTH) ? GL_TRUE : GL_FALSE; - GLboolean stencil = (mask & BUFFER_BIT_STENCIL) ? GL_TRUE : GL_FALSE; - GLboolean accum = (mask & BUFFER_BIT_ACCUM) ? GL_TRUE : GL_FALSE; - - GLboolean maskColor, maskStencil; - GLboolean fullscreen = !ctx->Scissor.Enabled; - GLuint stencilMax = stencil ? (1 << ctx->DrawBuffer->_StencilBuffer->StencilBits) : 0; + struct gl_renderbuffer *depthRb + = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; + struct gl_renderbuffer *stencilRb + = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer; /* This makes sure the softpipe has the latest scissor, etc values */ st_validate_state( st ); - maskColor = color && st->state.blend.colormask != PIPE_MASK_RGBA; - maskStencil = stencil && ctx->Stencil.WriteMask[0] != stencilMax; - - if (fullscreen && !maskColor && !maskStencil) { - /* pipe->clear() should clear a particular surface, so that we - * can iterate over render buffers at this level and clear the - * ones GL is asking for. - * - * Will probably need something like pipe->clear_z_stencil() to - * cope with the special case of paired and unpaired z/stencil - * buffers, though could perhaps deal with them explicitly at - * this level. - */ - st->pipe->clear(st->pipe, color, depth, stencil); + /* + * XXX TO-DO: + * If we're going to use clear_with_quad() for any reason, use it to + * clear as many other buffers as possible. + * As it is now, we sometimes call clear_with_quad() three times to clear + * color/depth/stencil individually... + */ + + if (mask & BUFFER_BITS_COLOR) { + GLuint b; + for (b = 0; b < BUFFER_COUNT; b++) { + if (BUFFER_BITS_COLOR & mask & (1 << b)) { + clear_color_buffer(ctx, + ctx->DrawBuffer->Attachment[b].Renderbuffer); + } + } + } - /* And here we would do a clear on whatever surface we are using - * to implement accum buffers: - */ - assert(!accum); + if (mask & BUFFER_BIT_ACCUM) { + clear_accum_buffer(ctx, + ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer); + } + + if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) { + /* clearing combined depth + stencil */ + clear_depth_stencil_buffer(ctx, depthRb); } else { - clear_with_quad(ctx, color, depth, stencil); + /* separate depth/stencil clears */ + if (mask & BUFFER_BIT_DEPTH) { + clear_depth_buffer(ctx, depthRb); + } + if (mask & BUFFER_BIT_STENCIL) { + clear_stencil_buffer(ctx, stencilRb); + } } } |